Introduction to Trainz modeling
The following guides describe best practices for modeling in various scenarios, including a discussion of techniques, polygon counts, etc.
- Modeling Guidelines
- Modeling Splines
- Modeling Scenery
- Material sharing
- Texture atlas
- Attachment Points
- Level of Detail
- Runtime Performance Statistics
- Modeling Trains for Trainz - General Information for Artists
How To Guides
There is a large range of tutorial style How To Guides created to assist content creators of every level learn more about specific aspects of Trainz.
Modern Content (TANE and Beyond)
Trainz is a long-running project and some content (both user-created, and supplied by N3V Games) is built to outdated standards. If you're new to content creation in Trainz, or have recently upgraded from an older version of the product, you should take some time to familiarise yourself with the capabilities of the product and the expectations placed on any new content. All content built for current versions of Trainz should comply with the following:
- Physically Based Rendering
- Level of Detail
- Effect Layer Assets
- normal map
- KIND Groundtexture
Books and publications
Content Types - Using your models to build one of the supported Trainz content types, such as locomotives, scenery, and track.
ACS Coupling System - How to create models that use working couplings
Getting Started with Normal Mapping - Creating a simple model using normal mapping.
Material Types - Material types supported by Trainz.
Exporting with 3D Studio Max - Material setup and exporting with 3DS Max.
.texture.txt Files - What goes into a .texture.txt file
Attachment Points - Information on attachment points
Asset Preview - Quickly previewing your model in-game, and collecting performance data.